Pick it up Man!
More changes for the Amulets & Armor project. This update I’ve got an interesting video for you. It shows how you can pick up items now in the look mode.
The following demo video (sorry for the horrid sound, at least I now have sound) shows me throwing down items and picking them up using the look mode mouse controls. This works really well and will make the game easier to navigate. Oh, and there is an interesting bonus in there concerning one too many fireballs.
Makes you think that would be an interesting feature in the game — without the blindness. But, sorry, no, I’m going to kill it and require spamming of the mouse button. It’s just too much.
A Little More Control Please
Part of the reason for the slow update is I’ve been working on something behind the scenes as well. Well, two things.
First, I’ve just been, as I like to put it, “massaging” the code. Cleaning it up in short. For the programmers out there, over the years I’ve learned it is better to do this:
Than to have this:
And I do this for a couple of reasons. Using a single header for ALL your .h files causes everything to recompile each and every time you make a change to one of those .h files. Even with precompiled headers, a change in a .h file triggers all .c files to recompile. This is slowing me down and I don’t know what I was thinking years ago. Unfortunately, this was done everywhere and is taking some time to get out. To help keep me on track, I’ve been doing the changes as I go.
The second more important behind-the-scenes event going on is I’ve been getting back to speed on how to make user interfaces using the existing tools. In the old DOS days, you would run a program called SETUP.EXE that would let you setup all the control keys and what not. I want the control customization to be directly in the game like a good modern game.
And as this work proceeds, I’ve come to find out there is a couple of UI widgets that were never completed that need some attention before this new control user interface will work. In particular, a custom text on button widget will be used.
And the Ball Rolls On
On we go. Spawn of Lysle is still playing the game daily and letting me know of problems. Edward is also playing the game looking for bugs and problems. I even have a sound artist working on cleaning up the music a little bit (they currently don’t loop very well).
After I get the controls working, I want to put in a better ‘ESC’ menu (which pulls up the controls, exits a level, etc.) and then I’m going to get the Networking game play working. Networking play is number one of Spawn’s list of features as he wants to play with his dad.
So, here is an interesting question for everyone: Which method of networking is best? Use DOS Box’s IPXNET feature and have the Windows version connect too? This would be cool … DOSBox versions could then connect with Windows players! I’m thinking a community server would also be provided to allow everyone to join up with each other. Or maybe do something more custom and leave the DOS Box versions out? Of course, I could also just drop the whole Windows version and go DOSBox only. Choices choices.